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Jaipur Palace Door




This project was created mainly to practice making trimsheets as well as creating something that looks nice and inspires me , after a lot of research my pick was Jaipur city palace door , i wanted to make only 1 trimsheet that includes as many details as possible to see what i can build with it , i started modeling the door and once i planned the Uv area it would take half of the texture was empty so i kept adding more assets till it was filled that include the door frame and these marble decorations on the side as well as the floor, I am glad i was able to achieve this result for first try but still there is always a room to improve , hope you like it & Critiques are always welcome .

for more breakdown :
https://www.artstation.com/artwork/dyB1XW

Replies

  • Noren
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    Noren greentooth
    I think that works very well. 
    Maybe some fill lights? Some of the normal detail flips to black rather quickly if that isn't due to some other map. Or some of the normals could be toned down a bit.

    What's the grey map? Looks like a monochrome version of the normals, so not a clean directional falloff, either.
  • MamdouhFahmy
    Noren said:
    I think that works very well. 
    Maybe some fill lights? Some of the normal detail flips to black rather quickly if that isn't due to some other map. Or some of the normals could be toned down a bit.

    What's the grey map? Looks like a monochrome version of the normals, so not a clean directional falloff, either.
    hey thanks for your comment am glad you see it works well  , about the normal detail flips i dont understand what you mean but am using parallax occlusion could that be it what you seeing ! also there is a fill light on the left side but its subtle , the grey map is the height texture  
  • Noren
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    Noren greentooth
    I was referring to the shading going to black/dark quite abruptly in some places, so it almost looks like a black outline rather than a surface relief.



    Might be something funky going on with the parallax as well, because the grey texture is not a height map, at least as far as I can tell. Did you use some kind of converter for this?
    Also, this is probably not a model that really benefits from parallax as the carvings are relatively flat to begin with and  there are few angles where you'd see the relief occlude/overlap itself.

    Another small thing: The inner fields of the main rectangular areas that make up the door could probably repeat perfectly without detracting from the overall impression since they are artificial anyway. That way, they could be made to fit perfectly or have a more unique element (unless you are reusing them in other places as well, if so, I didn't notice). The shuffle/offset seems a bit random right now. Or are the dots elements that have fallen off? Then the damage shouldn't be symmetrical.
    Alternatively, you could even create two or more different grid patterns like in your reference and subdivide/tile those areas some more without having to use more texture space.
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